Efektivitas Fitur Match dan Blast Quizlet Terhadap Hasil Belajar Perkalian Siswa Sekolah Dasar

Authors

Shandy Fahrizal ( Universitas Negeri Semranag, Indonesia )

Heri Tri Luqman Budisantoso ( Universitas Negeri Semranag, Indonesia )

DOI:

https://doi.org/10.52060/mp.v11i1.4095

Abstract

The learning process in elementary school mathematics plays a role in honing students’ logical thinking skills; however, in reality, learning outcomes in multiplication remain relatively low. This situation highlights the need for innovative teaching methods that are interactive and engaging. The purpose of this study is to determine the effectiveness of using the Match and Blast features on Quizlet in improving the multiplication learning outcomes of fourth-grade students at SD Negeri Candi 01. The approach used in this study is a quantitative approach employing a quasi-experimental method with a non-equivalent control group design. The sample consists of two classes: an experimental class and a control class, with data collected through pretests and posttests. Since the results of the normality test did not follow a normal distribution, hypothesis testing proceeded using the Mann-Whitney test. Based on the analysis results, there was a significant difference between the control and experimental classes, with a significance value of 0.018 < 0.05. Meanwhile, the N-Gain test result of 0.4730 fell into the moderate category, indicating an improvement in student learning outcomes. Thus, the use of the Match and Blast features on Quizlet proved effective in supporting improvements in students’ multiplication learning outcomes.

References

Aini, L. Q., & Marhaeni, N. H. (2024). Analisis Kesulitan Belajar Matematika Materi Operasi Hitung Perkalian pada Siswa SD. Jurnal Penelitian Multidisiplin, 2(1), 446–458. https://doi.org/10.60126/maras.v2i1.203

Ahadi, G. D., & Zain, N. N. L. E. (2023). The Simulation Study of Normality Test Using Kolmogorov-Smirnov, Anderson-Darling, and Shapiro-Wilk. Eigen Mathematics, 6(1), 11–19. https://doi.org/10.29303/emj.v6i1.131

Ajito, T. (2024). Peran Konektivisme Dalam Pembelajaran Digital. Journal on Education, 7(1), 6968–6976. https://doi.org/https://doi.org/10.31004/joe.v7i1.7379

Amalia, D. R., Chan, F., & Sholeh, M. (2022). Analisis Kesulitan Siswa Belajar Operasi Hitung Perkalian Pada Pembelajaran Matematika di kelas IV. Jurnal Pendidikan Dan Konseling, 4(3), 945–957. https://doi.org/https://doi.org/10.31004/jpdk.v4i3.4549

Arikunto, S. (2005). Manajemen Penelitian (6th ed.). PT Rineka Cipta.

Damayanti, R., & Ain, S. Q. (2023). Analisis Kesulitan Belajar Matematika Pada Materi Operasi Hitung Perkalian Dan Pembagian Siswa Kelas IV SDN 193 Pekanbaru. Jurnal Penelitian Ilmu Pendidikan Indonesia, 2(4), 464–470.https://doi.org/10.31004/jpion.v2i4.198

Debi, & Widiyasari, R. (2025). Pengaruh Model Game-Based Learning Berbatuan Kahoot terhadap Motivasi Belajar dan Hasil Belajar Matematika Siswa. JIIP: Jurnal Ilmiah Ilmu Pendidikan, 8(4), 4244–4248. https://doi.org/10.54371/jiip.v8i4.7661

Destrinelli, Risdalina, Melany, S. D., S, R. E., & Ruliandari, L. (2025). Implementasi Media Flashcard Berbasis Quizlet untuk Meningkatkan Keterampilan Membaca dan Menulis Siswa Kelas III SD. Journal of Eduaction Science, 4(2), 226–235. https://doi.org/10.58917/aijes.v4i2.215

Efendi, Z., Nasir, & Akram. (2022). Efektifitas Penggunaan Aplikasi Quizlet Terhadap Penilaian Hasil Belajar Siswa Pada Pelajaran IPA Kelas VII Di SMPN 18 Makassar. Jurnal Pendidikan Dan Pembelajaran, 2(2), 81–94.https://doi.org/10.62388/jpdp.v2i2.157

Fauzi, A. A., Nugroho, F., Putra, W., Pratama, Y. A., Rezki, A., & Utami, T. D. Y. (2025). Analisis dan Perbandingan Media Interaktif Kahoot dan Quizizz dalam Kemudahan Pembelajaran. Jurnal Ilmu Komputer Dan Teknologi Informasi, 3(1), 256–262. https://doi.org/10.61132/neptunus.v3i1.726

Hasibuan, N. S., & Sutarto, J. (2025). Implementasi Teori Belajar Konstruktivisme Untuk Meningkatkan Pemahaman Konsep Pada Siswa Sekolah Dasar. Didaktik: Jurnal Ilmiah PGSD FKIP Universitas Mandiri, 11(4), 406–413. https://doi.org/https://doi.org/10.36989/didaktik.v11i04.10741

Hui, H. B., & Mahmud, M. S. (2023). Influence of game-based learning in mathematics education on the students’ cognitive and a affective domain: A systematic review. Frontiers in Psychology, 14. https://doi.org/10.3389/fpsyg.2023.1105806

Jannah, R., Soraya, R. A., Suriansyah, A., & Cinantya, C. (2024). Kemampuan Berpikir Kritis dalam Pembelajaran Matematika Terhadap Hasil Belajar Di Sekolah Dasar. MARAS: Jurnal Penelitian Multidisiplin, 2(4), 1991–1998. https://doi.org/10.60126/maras.v2i4.550

Nawawi, W. P., Apriza, B., & Nugroho, P. B. (2025). The Application of Kahoot Game Media to Math Learning Outcomes in Elementary School : A Systematic Literature Review. Journal for Lesson and Learning Studies, 8(2), 375–384.https://doi.org/10.23887/jlls.v8i2.92261

Novitasari, Syam, N., & Syarif, N. Q. (2025). Penerapan Model Game Based Learning ( GBL ) untuk Meningkatkan Keaktifan Belajar Mata Pelajaran Matematika Peserta Didik Kelas V Di UPT SD Negeri 43 Pinrang Implementation of the Game Based Learning ( GBL ) Model to Increase the Active Learning of Mathema. IJoEd: Indonesian Journalon Educatio, 2(2), 177–186. https://doi.org/10.70437/ijoed.v2i2.252

Oktaviani, P., & Isdaryanti, B. (2023). Learning Media for Sound Picture Cards Based on E-Flashcard Quizlet Content for Elementary School IPAS Lessons. Journal of Education Technology, 7(4), 742–751.https://doi.org/10.23887/jet.v7i4.69680

Özdemir, O., & Seçkin, H. (2024). Quantifying cognitive and affective impacts of Quizlet on learning outcomes: a systematic review and comprehensive meta-analysis. Frontiers in Psychology, 15. https://doi.org/10.3389/fpsyg.2024.1349835

Paulina, C., Rokmanah, S., Syachruroji, A., Pendidikan, S., Sekolah, G., & Ageng, U. S. (2023). Efektivitas Penggunaan Model Game Based Learning dalam Pembelajaran Matematika di SD. Jurnal Pendidikan Tambusai, 7(3), 31348–31354. https://doi.org/https://doi.org/10.31004/jptam.v7i3.12114

Putri, D., Habibie, Z. R., & Aldino. (2025). Students’ Conceptual Challenges in Learning Multiplication: Tantangan Konseptual Siswa dalam Pembelajaran Perkalian. Indonesian Journal of Innovation Studies, 26(4), 1–11. https://doi.org/10.21070/ijins.v26i4.1683

Qirom, M. S., & Juandi, D. (2023). Learning from Indonesia: A systematic literature review on the implementation of Indonesian traditional game for mathematics education. Beta: Jurnal Tadris Matematika, 16(2), 136–150. https://doi.org/10.20414/betajtm.v16i2.570

Rahmadani, F. G., & Saman, T. N. (2024). Students’ Perception of Game-Based Learning Using Kahoot ! in Learning English. EBONY: Journal of English Language Teaching, Linguistics, and Literature, 4(1), 28–38. https://doi.org/10.37304/ebony.v4i1.12442

Rahmania, A., Suwangsih, E., & Rosmana, P. S. (2024). Pengaruh Games Based Learning Quizziz Terhadap Hasil Belajar Kemampuan Operasi Hitung Campuran Siswa Kelas Vi. Jurnal Ilmiah Wahana Pendidikan, 10(16), 25–33. https://doi.org/https://doi.org/10.5281/zenodo.13761232

Sari, D. E. (2019). Quizlet: Aplikasi Pembelajaran Berbasis Smartphone Era Generasi Milenial. Jurnal Pendidikan Ilmu Sosial, 29(1), 9–15. https://doi.org/10.23917/jpis.v29i1.8150

Sihombing, J. M., Syahrial, & Manurung, U. S. (2023). Kesulitan Peserta Didik Dalam Pembelajaran Matematika Perkalian dan Pembagian di Sekolah Dasar. Jurnal Didaktika Pendidikan Dasar, 7(3), 1003–1016. https://doi.org/10.26811/didaktika.v7i3.1177

Silviana, N. W., Riyanti, H., & Lubis, P. H. M. (2024). Pengembangan Media E-Flashcard Berbasis Quizlet Pada Materi Tata Surya Pembelajaran IPA Di Kelas VI SD. Jurnal Publikasi Pendidikan, 14(4), 268–273. https://doi.org/10.70713/publikan.v14i3.64540

Sugiyono. (2023). Metode Penelitian Pendidikan (3rd ed.). Alfabeta, cv.

Usmadi. (2020). Pengujian Persyaratan Analisis (Uji Homogenitas Dan Uji Normalitas). Inovasi Pendidikan, 7(1), 50–62. https://doi.org/10.31869/ip.v7i1.2281

Wahab, A., Junaedi, J., & Azhar, M. (2021). Efektivitas Pembelajaran Statistika Pendidikan Menggunakan Uji Peningkatan N-Gain di PGMI. Jurnal Basicedu, 5(2), 1039–1045. https://doi.org/10.31004/basicedu.v5i2.845

Wahyuningrat, L. P., Yushardi, Y., Nurdin, E. A., Astutik, S., & Mujib, M. A. (2023). Pengaruh Model Problem Based Learning (PBL) Berbantuan Media Kotak Kartu Misterius Digital (E-KOKAMI) Flashcard Quizlet Terhadap Minat dan Hasil Belajar Siswa SMA. Majalah Pembelajaran Geografi, 6(1), 114–131. https://doi.org/10.19184/pgeo.v6i1.38621


Keywords  :  
Keywords: Quizlet, Match and Blast, learning outcomes, multiplication, elementary school
Galleys  :  
Published  :  
2026-06-02
Issue  :  

How to Cite

Fahrizal, S., & Budisantoso, H. T. L. (2026). Efektivitas Fitur Match dan Blast Quizlet Terhadap Hasil Belajar Perkalian Siswa Sekolah Dasar. Jurnal Muara Pendidikan, 11(1), 226-235. https://doi.org/10.52060/mp.v11i1.4095